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Comment on Asynchronous Life, re-implementing Conways 'life' the async wayparent

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I see several problems with this:

If you start with two disconnected cell groups, how do you know when they collide? It seems like the best way to do this is to have a global cell array (or hash table) such that world[position] returns the cell at position.

If you update separate groups at different speeds you run into problems unless you save the complete history. So you still have to update everything in sync? Then what is asynchronous about this?

> If you start with two disconnected cell groups, how do you know when they collide?

You create 'dead' cells in between that connect the two populations.

That's also why you can't remove them. Remember, this is a simulation of a fabric, the dead cells not being there all the time is an optimization, in a real fabric all cells would exist all the time.

The async component is the fact that there is no global authority supplying a clock, each 'peer' is on its own from the moment of power-up.

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